Pin Missile (move)

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Move data

Type Bug
Category Physical  Physical
Power 25
Accuracy 95
PP 20  (max. 32)
Introduced Generation 1

Effects

Hits Prob. Power
2 38 50
3 38 75
4 18 100
5 18 125

Pin Missile hits 2-5 times per turn used. The probability of each interval is shown to the right, with the total power after each hit.

Each strike of Pin Missile is treated like a separate attack:

  • Each strike can get a critical hit independently.
  • Abilities that activate on contact (Static, Weak Armor, Iron Barbs etc.) activate for each strike.
  • If the Sturdy ability, Focus Sash, or Focus Band activates before the final hit, the subsequent hit will still deal damage and therefore cause the opponent to faint.
  • If the first hit breaks a Substitute, the second hit will deal damage to the target Pokémon.

The move Counter only counters the final hit, but Bide counters the complete damage.

The Skill Link ability will cause Pin Missile to always hit the maximum number of times.

Changes

In Generations 2-4, if a Focus Sash or Focus Band activates before the final hit, subsequent hits do not cause the holder to faint.

In Generations 1-3, Pin Missile ends immediately if any hit breaks a Substitute.

In Generation 1, each hit will always deal the same damage - if the first critical hits, so will the rest.

In Generations 1-5, Pin Missile has 85% accuracy and a base power of 14, resulting in a total power of 28, 42, 56 or 70.

Z-Move effects

When a Pokémon is holding Buginium Z and uses its Z-Power, Pin Missile turns into Savage Spin-Out and has base power 140.

Move target

Foe
Foe
Foe
User
Ally
Ally

Targets a single adjacent Pokemon.

Game descriptions

Gold/Silver
Crystal
Fires pins that strike 2-5 times.
Ruby/Sapphire
Emerald
Sharp pins are fired to strike 2 to 5 times.
FireRed/LeafGreen Sharp pins are shot at the foe and hit two to five times at once.
Diamond/Pearl
Platinum
HeartGold/SoulSilver
Sharp pins are shot at the foe in rapid succession. They hit two to five times in a row.
Black/White
Black 2/White 2
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
X/Y
O.Ruby/A.Sapphire
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
Sun/Moon
Ultra Sun/Ultra Moon
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.

Learnt by level up

These Pokémon learn Pin Missile at the level specified. The numbers given are for Pokémon Sun & Moon and may vary in other games; check the respective Pokédex pages for details.

BeedrillBeedrill
#015 / Bug · Poison
Level 32
JolteonJolteon
#135 / Electric
Level 25
SpinarakSpinarak
#167 / Bug · Poison
Level 36
AriadosAriados
#168 / Bug · Poison
Level 41
QwilfishQwilfish
#211 / Water · Poison
Level 37
HeracrossHeracross
#214 / Bug · Fighting
Level 31
ZigzagoonZigzagoon
#263 / Normal
Level 19
CacneaCacnea
#331 / Grass
Level 38
CacturneCacturne
#332 / Grass · Dark
Level 38
SkorupiSkorupi
#451 / Poison · Bug
Level 9
DrapionDrapion
#452 / Poison · Dark
Level 9
MaractusMaractus
#556 / Grass
Level 10
FerroseedFerroseed
#597 / Grass · Steel
Level 18
FerrothornFerrothorn
#598 / Grass · Steel
Level 18
ChespinChespin
#650 / Grass
Level 18
QuilladinQuilladin
#651 / Grass
Level 19
ChesnaughtChesnaught
#652 / Grass · Fighting
Level 19
MareanieMareanie
#747 / Poison · Water
Level 45
ToxapexToxapex
#748 / Poison · Water
Level 51
GolisopodGolisopod
#768 / Bug · Water
Level 41
TogedemaruTogedemaru
#777 / Electric · Steel
Level 45

Learnt by breeding

These Pokémon can learn Pin Missile as an egg move. Their breeding groups are also shown for reference.

PinecoPineco
#204 / Bug
Bug
ForretressForretress
#205 / Bug · Steel
Bug
RoseliaRoselia
#315 / Grass · Poison
Fairy, Grass
BudewBudew
#406 / Grass · Poison
Undiscovered
RoseradeRoserade
#407 / Grass · Poison
Fairy, Grass
VenipedeVenipede
#543 / Bug · Poison
Bug
WhirlipedeWhirlipede
#544 / Bug · Poison
Bug
ScolipedeScolipede
#545 / Bug · Poison
Bug
JoltikJoltik
#595 / Bug · Electric
Bug
GalvantulaGalvantula
#596 / Bug · Electric
Bug